OXCGN’s Dishonored Preview

OXCGN’s Dishonored Preview

A Delightfully Different Outing

by Nicholas Laborde

©2012 Nicholas Laborde

It’s safe to say that Dishonored is one of the most unique titles releasing in 2012.

The best way of describing it would be the atmosphere, mood and tone of Thief, combined with everything that made the Deus Ex franchise great: a plethora of gameplay styles, and multiple approaches to every situation.

After unfortunately not having time to play it at E3, I had an opportunity to sit down with the PC version of the game for an entire hour at QuakeCon 2012, with the exceptional opportunity to interview Harvey Smith, co-creative director on the title, immediately after.

For now, we’ll focus on what I saw in my demo.

The hunt

It’s a dark night in what could be 17th century London.

I’m traveling upriver in a boat, and have come to a stop. Angry guards patrol on giant stilts, destroying any intruders who wish to cross the bridge that connects the two banks of the river.

That’s all that my demo of Dishonored let on before throwing me to the wolves and hoping I don’t mess up.

My objective was simple: get in to a party for one Lady Boyle, take her out, and return to the boat. The way I would go about it? Completely up to me.

I began by awkwardly jumping in to the water whilst attempting to figure out the controls, and nearly got killed by a fish in the process (I imagine the Arkane guys walking around were very disappointed in me). Once I got my bearings – and on land – I began the hunt.

The years of having a naturally stealthy play style immediately pay off in Dishonored: the second the guards near me had turned their heads and the stilt patrol was going the other way, I zipped across the bridge without a problem.

And then I realized that I didn’t know the key for powers, which led to me being noticed and subsequently attacked.

In a frantic near-mashing of the entire keyboard, I ended up over a gate and in my destination area, a Neutral Zone. In these areas, you won’t be attacked unless you keep your weapon out for long periods or start attacking someone.

This is where Dishonored showed its true roots of Deus Ex-tier gameplay versatility. When I started exploring the area, a few party guests were standing outside of the door to a mansion where the event was being held.

One of them has the unfortunate event of having her party invitation blow out of her hand and out of her sight, which sends her disappointingly back to her group of friends.

Taking this easy chance to sneak inside literally in broad daylight, I grab the invitation (an optional objective), present it to the guard, and he opens the door for me.

By just paying attention to the little details, Dishonored rewards the player; I never got to see other ways in to the party, but I can only imagine blasting my way in.

Once I was in, it was all too perfect: a masked party. Since our protagonist is masked, I blended right in.

I began by exploring the surprisingly spacious grounds area between the gate and the actual house, which led to me giving a note to a guard and getting in a duel with him (which I did fail the first time because he drew early!).

Little things like that show that while Dishonored isn’t an open world game, it does paint a damn good illusion of being in one.

After the guard’s friends nonchalantly walked away from the scene of a complete stranger murdering their superior, I went to my kill zone: the party.

Upon entering the mansion, I was given the objective of discovering who Lady Boyle was. A giant device that I can only call an electric barrier guarded the stairs to the second floor of the mansion, preventing any unwanted guests from snooping around.

I talked to every party-goer around, which led to the tidbit of information that a clue would lie upstairs.

Using my possession ability, I took control of a nearby guard, walked up the stairs, and slipped out of him to resume my stalking. I eventually end up in a room with a key and more information, which reveals that Lady Boyle is in a certain type of dress.

Once again, I used my possession ability to return downstairs, correctly identify Boyle, and start talking to her in Fallout-style conversation. I convince her (based on the information I found) that she needs to meet someone in the basement, well away from the party.

She agrees in a bit of a hissy fit, and I slowly stay behind her as she began her journey, possessing guards along the way and ensuring that I wasn’t caught. Finally, she was in a completely empty room, and I used a non-lethal tranquilizer dart on my crossbow to complete my objective.

I then snuck out of the party, returned to the boat, and completed my mission.

Objectively speaking…

While what I described above was a very surreptitious playthrough of my demo, it only took about thirty minutes. With my remaining half hour of play time remaining, I decided to get a little creative.

I again snuck in to the gate with the invitation, but then decided to go crazy with all of the powers and abilities that were unlocked for use.

Entering the party, I experimented with mines, an ability that summons rats, and much more. When I was alerted in this area, though, I was confronted by an enemy that cranks a strange machine which disables your magic, causing the player to rely on wit and firearms.

I discovered that when his anti-magic machine is cranking he doesn’t tend to move much, and if you move around strategically, you can trick enemies into firing directly at him, which of course kills him and restores your plethora of powers.

My personal favorite power was the previously mentioned rat summoning ability, which causes everyone to freak out and become consumed.

Everything in Dishonored feels perfectly fine tuned, and the amount of polish I experienced was breathtaking.

The art style, described as a moving painting, stands out in a world of brown shooters and you’ll have no problem getting sucked in to main character Corvo’s quest.

A defining feature of this type of game for me comes in the form of atmosphere, and Dishonored nails it. Guards patrol. Stilt guards stalk the streets.

Plague victims moan and move around. Information about the world can be picked up by listening to conversation.

The entire package is looking beyond excellent.

An honorable feat

The best way to describe Dishonored would be the gameplay of Deus Ex combined with the atmosphere and mood of Thief, with the powers of BioShock.

It caters to whatever gameplay style you could possibly have.

The story immediately draws you in with its mystery and intrigue.

You get to experience an interpretation of the Plague, for crying out loud!

Dishonored will have absolutely no problem standing out from the crowd come October.

And even more Dishonored…

  • What Dishonored Has on Assassin’s Creed – Read More
  • Harvey Smith Interview – Read More
©2012 Nicholas Laborde

Published by


I'm an American from steamy Louisiana, one of the most electronically deprived areas of the United States. I've gamed since I was four years old as a result, and plan to do it onto my deathbed. I discovered I could write in June of 2010 when I started a little site called Fans of The Genre with a few friends, and that eventually collapsed three months after due to social lives kicking in. No less than two weeks after that I discovered OXCGN via the community gamer gab competition, and become a staff member shortly after. In February of 2011 I was welcomed to the Editorial staff, then in March of 2012 I was promoted to co-owner... and here I am!

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s